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Many are seeing the explosion of
success in social games and coming to the market treating it as they
have always done with new markets such as iPhone, Casual, XBLA games.
They are bringing their game designs and adapting them to fit the
new platform, here typically Facebook or MySpace. They learn the
platform's ins and outs, sins and graces, inputs and monetization,
EULA's and so forth. They put up a well made game with a solid game
design that was made using intimate and up to date knowledge of the
platform at hand. They develop and launch their game, it quickly
plateaus, and never recovers. What happened? The problem is in the
entire paradigm thinking of the developer. They see Facebook or
MySpace as the platform they want to succeed on, but social games
aren't just another platform to learn in the traditional sense of new
platforms, and a whole new way of thinking must be adopted.
Platform: some sort of hardware
architecture or software framework that allows software to run.
Everyone says that Facebook is a
platform, that they are the software framework that allows the other
software (our games) to run. They are wrong. Platform is a
convenient marketing and web 2.0 buzzword to describe Facebook, and
it is correct from an engineering or business view. But it is wholly
inaccurate for the game designer.
For a game designer to succeed with
social games, they need to understand that social is their platform.
That concept is so simple that it's deceivingly so and therefore
easily lost. It takes time and a change in thinking to understand.
It's easier to explain by example.
Take the latest Playdom game Social City
for example, which has been out for barely over a week and is already
listed as 2.5 million MAU's on their Facebook page. To put that into
perspective Fable 2 on the Xbox 360 found 2.5 million players
lifetime, and this amazing little game with no shaders or realtime 3D
or game press did the same in a week. In another day more people
will have played Social City than Fable 2.
Granted we are comparing a
paid game to a free one, a console to an open system, and so forth,
but still, we're talking about 2.5 million game players in one week,
a great game by anyone's count. How did this game do it? This is
just a little internet game, right? And the internet, games, and
internet games have been around for a long time - so what gives? The
answer here is social. In addition to being expertly designed and executed, the game successfully leverages the true
social platform, thereby triggering viral mechanisms that we all hold
latent in all of us.
What do I mean by social is the
platform? The framework of the social platform is like Soylent Green -
"It's People." The social platform is the squishy
meatspace of us and our real friends, a myriad of social and
psychological interactions on an intricate and unseeable psychic network. It is this unique and very real framework, infinitely
linked to others, which sets up and allows the software (our games)
to run. It is this which is the social platform to design for. We
will always want and need to play and interact with our friends. As
designers, we can exploit that need to create richer experiences of
interaction.
When you make the switch and start
designing for the social as a platform, you start to truly tap into
the power this new landscape holds. New genres, new content delivery
mechanisms, new monetizations, new virals - there's no end to the
expanse or degree of innovation. We're going to be digging our teeth
into this platform for a very long time, what we've seen is only the
beginning.
So if MySpace and Facebook aren't the
platform, then what are they? I submit to you that they are the
protocol.
Protocol: a set of rules used to
communicate across a network.
A protocol is a language, a common
denominator, an agreement - exactly the kind that Facebook sets up
with users who agree to call each other "friends" and allow
various permissions. Facebook is, at its core, a highly structured
series of permissions, agreements, and arrangements. If those rules
are followed, two computers (people) can communicate across a network
(as friends).
Just as http and email are both
protocols for the internet platform, MySpace and Facebook are both
protocols for the social platform. These are some of the first
protocols for the social platform but they won't be the last.
Eventually the protocol will restrict the platform and newer
protocols must be developed. The next Facebook lies on that horizon.
If you are designing for social
platforms like MySpace and Facebook, remember that the true platform
is the intangible social and psychological landscape of your
real-life-connected players and their friends, and if you design to
exploit that rather than what email permissions are being allowed
this month on a particular social network, you will tap into the true
platform that makes the best social games the biggest successes.
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